/* cubetex.c key: 1=spin, 2=stop, q=quit */ /* Rotating cube with texture mapping */ /* mouse buttons control axis of rotation */ /* keyboard allows start/stop/quit */ /* E. Angel, Interactive Computer Graphics */ #include #include #include static GLfloat vertices[][3] = { {-1.0,-1.0,-1.0},{1.0,-1.0,-1.0}, {1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0}, {1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}}; static GLfloat colors[16][4] = { {0.0,0.0,0.0,0.5}, {1.0,0.0,0.0,0.5}, {1.0,1.0,0.0,0.5}, {0.0,1.0,0.0,0.5}, {0.0,0.0,1.0,0.5}, {1.0,0.0,1.0,0.5}, {1.0,1.0,1.0,0.5}, {0.0,1.0,1.0,0.5}, /* draw in white to get actual texture color */ {1.0,1.0,1.0,1.0}, {1.0,1.0,1.0,1.0}, {1.0,1.0,1.0,1.0}, {1.0,1.0,1.0,1.0}, {1.0,1.0,1.0,1.0}, {1.0,1.0,1.0,1.0}, {1.0,1.0,1.0,1.0}, {1.0,1.0,1.0,1.0}}; static GLfloat theta[] = {0.0,0.0,1.0}; static GLint axis = 2; static int w = 8; /* zero for multicolor */ static void polygon(int a, int b, int c , int d) { /* draw a polygon via list of vertices */ glBegin(GL_POLYGON); glColor4fv(colors[a+w]); glTexCoord2f(0.0,0.0); glVertex3fv(vertices[a]); glColor4fv(colors[b+w]); glTexCoord2f(0.0,1.0); glVertex3fv(vertices[b]); glColor4fv(colors[c+w]); glTexCoord2f(1.0,1.0); glVertex3fv(vertices[c]); glColor4fv(colors[d+w]); glTexCoord2f(1.0,0.0); glVertex3fv(vertices[d]); glEnd(); } static void colorcube(void) { /* map vertices to faces */ polygon(0,3,2,1); polygon(2,3,7,6); polygon(0,4,7,3); polygon(1,2,6,5); polygon(4,5,6,7); polygon(0,1,5,4); } static void display(void) { char msg[] = "type c for cube color, w for white cube, both have colored texture"; int i, len; /* display callback, clear frame buffer and z buffer, rotate cube and draw, swap buffers */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glPushMatrix(); glColor3f(1.0, 0.0, 0.0); glRasterPos2f(-1.9, -1.9); len = strlen(msg); for (i = 0; i 360.0 ) theta[axis] -= 360.0; glutPostRedisplay(); } static void mouse(int btn, int state, int x, int y) { /* mouse callback, selects an axis about which to rotate */ if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2; } static void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0); else glOrtho(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); } static void key(unsigned char k, int x, int y) { if(k == '1') glutIdleFunc(spinCube); if(k == '2') glutIdleFunc(NULL); if(k == 'c') w = 0; if(k == 'w') w = 8; if(k == 'q') exit(0); } static void init() { GLubyte image[64][64][3]; int i, j, r, g, b; for(i=0;i<64;i++) { for(j=0;j<64;j++) { r = ((((i&0x8)==0)^((j&0x8))==0))*255; g = 2*(i+j); b = 255-2*(i+j); image[i][j][0]= (GLubyte)r; image[i][j][1]= (GLubyte)g; image[i][j][2]= (GLubyte)b; } } glEnable(GL_TEXTURE_2D); glTexImage2D(GL_TEXTURE_2D,0,3,64,64,0,GL_RGB,GL_UNSIGNED_BYTE, image); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glClearColor(1.0,1.0,1.0,1.0); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); /* need both double buffering and z buffer */ glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glutKeyboardFunc(key); glEnable(GL_DEPTH_TEST); init(); glutMainLoop(); return 0; }